R"(
// Set the default precision to medium. We don't need as high of a
precision mediump float;
//x,y,z,w  Per-vertex position information we will pass in.
attribute vec4 aPosition;
// Per-texture information we will pass in.
attribute vec2 vTextureCoordinate;
// This will be passed into the fragment shader.
varying vec2 aCoordinate;

// The entry point for our vertex shader.
void main()
{
	// gl_Position is a special variable used to store the final position.
	gl_Position = aPosition;
	//Pass the color through to the fragment shader.
    aCoordinate = vTextureCoordinate;
}
)";